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xoxo_grease

61
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A member registered May 02, 2019 · View creator page →

Creator of

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Thank you for playing! I'm looking into the issue of vfx not displaying on some devices. Initial impressions are that it's an underlying bug in godot related to amd processors, but I'll see what I can do as soon as I get my hands on the right hardware. I really appreciate you playing on stream!

It helps alot 😊. Yes i can see that the cpu particle effects i used didn’t work on your device, damn! Keep checking back or try running it from a different computer, i’ll try to figure out what went wrong.

Unironically huge fan of the decision to disable normal difficulty in favor of insane mode for the demo. Only real sicko witches can appreciate this joint.

this demo rocks. goddamn. keep going with it. Love the flavor text. My only thought is I don't quite understand why he's a wizard, almost everything he does is shooting guns.

I find many aspects of this game charming and I actually enjoyed it more than I initially thought I would, because I don't normally play these types of... idk, 'economic' games. But I got into it! I would encourage you to tighten up the tutorial. I see what you're doing, using it as a way to add exposition and tell a story about the world you inhabit in the game, but it did distract from the actual "learning to play the game" process. I got impatient and clicked through a lot of it trying to get to the actual game.

Wow what kind words you've shared, thank you! 

If you get a chance, can you share a screenshot of how the explosions/fire effects look for you? It will help me correct errors that show up on devices other than the ones I use to develop the game.

In terms of development goals, my plan is roughly: Mobile support for the demo  -> online support for the demo -> a new map with destructable environments worms style. The biggest hurdle with destructable environments isn't the programming, it'll probably take a weekend,  its finding a way to make it look natural from the top down perspective. 

Thank you for playing, and if you have a chance leave a comment on the game's page. It helps alot to promote the project and encourages me to keep developing it. Peace and love my friend.

Hey thank you for playing and taking the time to draft such a detailed response! The feedback goes a long way towards ironing out the kinks. Here are some responses I have for you:

  • The good news is this morning I put out an update that definitively fixes the issue of bullets remaining in play upon starting a new game.
  • So the way the turn order works is that there is a "Turn Queue" that determines the order in which militants are activated. It is determined once per game upon starting a new game and remains constant throughout the game. When militants die, they remain in the turn queue but are simply skipped. HOWEVER, the turn order will be randomized each game, so that players don't settle too into a particular strategy. I'm a big fan of unpredictability, but friends have suggested I incorporate some sort of mechanics around fucking with the turn queue into the Hacker class (extra turns, reshuffling the turn queue, illuminating what order militants will activate in).
  • I've been struggling with godot's physics engine the entire time I've been making this game. The collisions are janky as fuck, I get embarassed when I see that fuck shit happening during a playtest. IDK how to resolve such issues yet but it is something I'm actively researching.
  • Your comment about the projectiles being too big rings true, but there is a gameplay purpose behind it. I think a good compromise would be to show a "ghost" of the pojectile during aiming to indicate how big it will be and where it will spawn from to give players a chance to reconsider their shot.


And then there's something I wanted to think out loud about. The complaints about inverse aiming have come up before (twice already in these comments) but I don't understand how to implement point-and-click aiming without compromising a core design goal of this game: friendly fire is very funny. This game is both a strategy game and a shooter, I want to preserve the strategy element that exists as positioning your militia, reward players who are better at aiming than their opponent, and ensure every shot remains exciting by having a very volatile battlefield where you have to work against yourself almost as much as you're working against your opponent. These militants aren't call of duty heroes, they're people, and people are messy and dumb in war.  

With point-and-click, the only way I can think to preserve this chaotic element would be to introduce some rng to the bullet spread, which would totally fuck the Sniper class. Idek, I don't want to say I'm dismissing the issue, but it's one I've been grappling with for a long time.

Anyway, thanks for the love, and considering leaving a comment on the game page if you have the time. I'll check out your game rn!

Thank you for the feedback and the kind words about my drawings! One goal was to do a major art pass on the character sprites so that they all look like they do in the promo art. A lot of what's in here was supposed to be placeholder art, and it's all just still there. 

It glitched out for me at the level "Witnesses, Patient",  triangle man got stuck when he respawned so I couldn't move him :( . I thought the light mechanic was really mesmerizing.

I actually liked the cutscenes. For me it felt like a an animated short with gameplay sections, which isn't a bad thing! But I thought the art and animations were really well done and are the strongest part of this game.

This games crazy. Me personally, I just love bouncing balls against walls in games. I loved this game, it was super chaotic but after I couple levels I was like "oooohhhh" and started understanding  what was going on and the strategy. It kinda felt like pokemon or smthn.

This games crazy

So my big issue right now is i can't find the phone because the lights are too dark in the main room, I can't find the path.

Thank you for the feedback and the kind words about my drawings! One goal was to do a major art pass on the character sprites so that they all look like they do in the promo art. A lot of what's in here was supposed to be placeholder art, and it's all just still there. If that's something you wanna see please drop this same comment on the page, it helps a lot to promote the game.

Just to clarify your thoughts on the aiming, you're saying that it feels you should be able to essentially click where you're trying to aim, as opposed to dragging the mouse behind the character, correct?

hey thank you for saying so! I probably won’t maintain it unless theres a sudden rush of support for a game like this. The best way you can support this project is to drop a comment on the page and follow my socials (@xoxo_grease), maybe one day i’ll come back to it

This game rocks so hard. I love the aesthetic, and it's pleasantly challenging

Very charming, and major props for tackling a network browser game! The major issues I ran into are:

- I cannot close the pause menu without also exiting full screen

-pressing F deletes objects, and i accidentally deleted the sign that holds orders while trying to pick up a cappucino (pressing G)

This game rocks so hard. I love the aesthetic, and it's pleasantly challenging

FIXED: Hi, I've discovered a fix for my issue.

The issue seems to be the software I was using to draw and export my assets. I use some freeware called GraphicsGale to create art, and the issue seems to stem from a bug in that software. Even though it seemed to be exporting correctly to my filesystem, something in the .png formatting must be off enough to cause it to get rejected by itch.io.

To remedy this, i opened my assets in Gimp, and then just re-exported them as .png's. This allows me to upload favicons and banners with their transparencies intact. I hope this may one day help someone experiencing a similar issue

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i see, this is 180x180. I will resize it and update the thread as to whether this fixes the issue.


EDIT: Unfortunately, this did not fix the issue. I resized the icon to 64x64 and there was no change in the result.

Hi, I'm trying to upload a custom Favicon, but it won't recognize the transparency channel. As you can see the file is saved correctly so that it displays with transparency in my file system, but when uploaded the transparency channel gets thrown away and we se blue.



Hey thank you for saying so!

i appreciate it!

thanks!

i agree, i want to flesh out the format of the game moreso than just kill 200 guys. Maybe ill make a directors cut

Its amazing whats out there for free!

thanks!

<3

So far the most underrated game I've seen. Shouts out to the animator. Words fail me. It's fun, it's extremely unsettling, it is a very unique concept. I did get a crash, however. I have not yet beat it but will be coming back to this one. 5/5.

I killed 33 lemons

Hey bonejack I got it working and this was incredible! Very Avante Garde! It was the first entry I played that towed the line between short film and video game! I loved the shader art and that ending was a fourth wall break that spoke to the unique capabilities of computers as a medium!

:)

thank you! Fonts are important!

i liked that you included many different species of apes, and that you made a monkey mode soundtrack!

your words mean alot, thanks!

thanks for having me on stream it was fun to watch someone play it live!

hey thank you! s/o bonejackle and teleco20XX!

Godot is for the people!

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The music is such a vibe. I had alot of fun playing it, the concept is so strange. What's she doin in this ancient crypt.